Card draw simulator
Derived from |
---|
None. Self-made deck here. |
Inspiration for |
---|
None yet |
WastelandSniper · 105
This deck was built for my guest appearance on the Winning Hand Podcast, episode 78. And if you think it sounded interesting, here is my Winter Soldier spiders deck.
Multiple Man has long been one of my favorite allies, but he's not one I use too terribly often because of the fact that he does take up all of your ally slots and, if we're being honest, a lot of the more recent allies have some pretty great benefits for a lower cost. That being said, Multiple Man is still a good return for the cost: four cost for three allies that can remove/deal some combination of 3 threat or damage and then give you three blocks. In a solo game that's a possible three hero turns you can use to build your board. But I wanted to do more with Multiple Man. Sadly, Protection doesn't have the ally upgrades to buff him up like Leadership and Aggression do. Thankfully, we have one hero that can solve that problem: Spider-Woman. With that in mind, this deck is all about getting Multiple Man out and keeping all three copies of him out and stacked to the gills with upgrades.
First of all, I've never been great at paring down decks, so this deck is on the larger side at 46 cards. But when fully set up you should have at least 21 of those cards out on the table and one or two in the victory display, so it's not much of a problem. Children of the Atom is important to make sure that you can give him Danger Room Training. If you want him hitting for four or thwarting for three consistently it needs to be out. And Leadership Skill gives all three fully upgraded copies the chance to hit for 5 or thwart for 4! Unlike most Spider-Woman decks, you'll pretty much be ignoring Captain Marvel completely. Don't bother with her at all. Of her cards, the best ones to concentrate on are her two copies of Finesse (to help with paying for the aspect cards) and Pheromones (which will give you some wiggle room by locking the villain down). Jessica Drew's Apartment can be great in the early game to either find Multiple Man himself or one of his upgrades.
Call for Backup is obviously the best way to get Multiple Man out so you don't have to actually pay for him, so if you run across it, play it and thwart it ASAP. Render Medical Aid can sit out and wait until you need it to throw down some healing on your trio of buffed up Multiple Men. Med Team helps keep them all healed up throughout play. Mission Planning keeps them from taking damage from activating at all. Team Training helps boost their hit points. Sadly, since you can only have one Training upgrade per ally, you can't also use Protective Training (a fact I figured out after playing with the deck with those in it; always read the cards, people!) so no 7 HP monster Multiple Man shenanigans. Inspired and Sidearm round out his upgrades, with Sidearm giving the added bonus of not having to worry about villains or minions with retaliate.
As the game goes on, Spider-Woman is going to be taking some hits as the main blocker, so when needed Contaminant Immunity eases the pressure a bit, along with Subdue. Ready for a Fight makes sure that if you weren't able to play Pheromones, you can still flip down if needed.
I am not a strong deck builder; I tend to lean toward janky decks that do fun and interesting things (and I don't even always do that well). With this deck I really wanted to give Multiple Man a chance to shine, and while it does take some time to set up, it is pretty fun to see him do more than just enter play x 3, remove a threat or ping x 3, and then block x 3.
3 comments |
---|
Oct 06, 2025 |
Oct 06, 2025As Multiple Man is X-Factor, one combo (which could work here) I like for him:
A simple added The Triskelion, so Captain Marvel can turn up and do her thing too seems good, maybe instead of Leadership Skill?? |
Oct 07, 2025
|
Awesome to have you on the podcast, and it was great to see what you came up with. Multiple Man really can get cooking here!